Level Up (A5E) A Leveled-Up Bestiary: Volume Two

Faolyn

(she/her)
Up next is the astral dragon. There was another astral dragon waaay back in 1e, in issue #134 as well. They have a lot in common, but a lot of differences as well. Physically, they actually look quite similar, as both have the long, serpentine bodies of an Asian-style dragon (the 1e dragon is said to be so supple that it can tie itself in a knot); the 3e version has wings, however. Both dragons have problems flying in normal gravity but are incredibly fast in the Astral’s freefall. Both have bites that can sever silver cords. They both love the githyanki… as a snack. And they’re both, unsurprisingly, true neutral.

As for differences, the 3e dragon never leaves the Astral under its own volition, while the 1e version plane shifts at will. The 1e’s breath weapon was a cone of feeblemind-causing magic force, which is actually quite terrifying in the Astral, where you used your mind to move around and need your casters to get you to other planes. The 3e version has two breath weapons, one of which is a cone of dust that acts like a scouring astral wind, and the other is a blast that banishes targets back to their home plane. I’m assuming that the astral winds still exist in LU, even though neither T&T nor PSJ say anything about them.

Actually, neither of the LU books go into much detail about the Astral at all, so I’m also assuming color pools also exist. I’m also going to assume that the angels summoned by the conjure celestial spell exist as minor angels outside of that spell—they’d be about CR 3 or 4—because, well, I need stuff to fill out the Encounters section.

Unlike most of the time when there’s two incredibly similar monsters, I’m not blending the two all that much. This guy is almost entirely 3e based, with just a few nods to the 1e version.

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Astral Dragon
Planar Dragons: Wyrms of Another World, Dragon Magazine #344
Creature by Mike McArtor; art by Tom Fowler

These beautiful, graceful dragons are guardians of the Astral Plane and view any non-native creature as a potentially hostile intruder. They are ribbon-like creatures with short limbs and a pair of narrow wings that give them a wingspan of nearly three times their actual length. Their horns trail behind them and give them impression of antennae. Their scales are an opalescent eggshell color which causes them to blend in nearly perfectly to the Astral as a whole.

Constant Wanderers. Astral dragons claim no lair, as they consider the entirety of the Astral as their territory. They sleep while flying or hovering and never within the confines of anything another dragon would call a home. However, as social dragons, a group of dragons—perhaps blood relatives, perhaps just companions—will claim a large piece of solid matter (often a dead god) and store their treasure there. All the treasure belongs to all the dragons in their flight, and they will take turns defending it.

Guardians of the Astral. To them, the Astral is a place of purity, and any outsider has the possibility to mar its perfection. They have a “shoot first, ask questions later” approach to non-natives and its difficult to get one to listen without a native guide acting as a mediator. In addition to this duty, astral dragons work to keep the Astral clean by removing debris (if possible, through a color pool and to another plane; if not, then to a few specified “garbage dumps” they’ve created) and by towing dead gods to special “cemetaries” they’ve created for exactly that purpose. To them, the Astral’s ideal state is that of a large expanse of nothingness.

Climate/Terrain: Astral plane

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. As their name suggests, astral dragons are native to the Astral plane, which they never leave.

DC 15. The dragon’s bite can sever a traveler’s silver cord, and one of their two breath weapons can banish a creature back to the plane it came from—or sometimes a different plane entirely.

DC 20. Astral dragons do not have individual lairs, but groups of them will choose a location on which to store their treasure and raise their young. These group lairs are very well protected.

Astral Dragon Encounters
Note:
To make a zevite NPC quickly, give the NPC statblock telepathy to 30 feet and resistance to psychic damage.

Challenge Rating 3-4 Astral dragon wyrmling
Treasure: 300 ep, moonstone (50 gp), hourglass filled with silver dust (75 gp), potion of clairvoyance

Challenge Rating 5-10 Young astral dragon; astral dragon wyrmling with 1d4 zevite soldiers
Treasure: 1,100 gp, 8 jaspers (50 gp each), bestiary of creatures from another plane, a silver statuette of a god worshiped by zevites (100 gp), spell scroll of commune

Challenge Rating 11-16 Young astral dragon with 1-3 stray thoughts (see Lair Features), 1-2 zevite veterans, or 1-2 angels of protection or battle
Treasure: 280 pp, gold and electrum bird cage housing an exotic, extraplanar songbird (250 gp for the cage, 300 gp for the bird), 3 onyxes (50 gp each), +2 morningstar made out of a dead god’s bone, medallion of thoughts, 2 potions of extra healing

Challenge Rating 17-22 adult astral dragon; adult astral dragon with astral dragon wyrmling or angel of battle; young astral dragon with zevite assassin.
Treasure: 1,000 pp, 700 gp, 3 aquamarines (500 gp each), ruby (5,000 gp), a map that directs the reader to a series of stable color pools, ancient zevite crown made of planar metals (750 gp), gold-handled sword stick that hides a +1 rapier, dust of dryness, impossible cube, oil of etherealness, spell scrolls of antilife shell and teleportation circle

Challenge Rating 23-30 ancient astral dragon; adult astral dragon with 2 zevite knights and 1 zevite mage
Treasure: 1,500 pp, 7,000 pp, diamond (5,000 gp), 2 opals (1,000 gp), a painting by a famed artist who died over a thousand years ago (7,500 gp), silver flute that, when played (1/day), acts as an enthrall spell to stray thoughts (see Lair Actions), figurine of a zevite psion carved from emerald (2,500 gp), arrow of slaying, mace of terror inscribed with Abyssal runes, marvelous pignmets

Challenge Rating 31+ great wyrm astral dragon; ancient astral dragon with young astral dragon; ancient astral dragon with deva or guardian naga
Treasure: 8,000 pp, 25,000 gp, A planar orrory that hints at a great and potentially upcoming event due to a planar convergence, 3 gold war masks normally worn by members of a particular celestial band of warriors (750 gp each), platinum circlet set with aquamarines (5,000 gp), pair of diamond studs (7,500 gp), 2 scrolls of demiplane, the traveling chest, vorpal sword

Signs
1. A trail of coins and jewels floating in the nothingness; they can be followed to the dragon’s lair
2. The dragon’s echoing howl.
3. The flotsam of a destroyed planar ship, with most of the crew and all of the cargo gone
4. A psychic wind, bringing memories of the dragon

Behavior
1. Floating serenely and sleeping
2. Guarding a color pool; will warn off anyone who approaches.
3. In battle with a group of astral travelers
4. Watching from a distance; gathering information

Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:

1. Stray thoughts have taken on a semi-physical form within the lair. These thoughts use the stats for will-o-wisp, except they are aberrations, not undead, and they only inflict psychic damage. As a bonus action, the dragon may summon 1d4 stray thoughts as allies. The creatures fight until killed or dismissed by the dragon as a bonus action, or until the dragon uses this ability again.

2. The lair is built on the corpse of a god. As a result, one major or two minor schools of magic are severely weakened here. A creature that attempts to cast a spell from a weakened school must first make a spellcasting ability check (DC = 10 + the spell’s level). Conversely, one major or two minor schools of magic are enhanced are are cast as if with a spell slot of one level higher. The schools of magic that are affected should be tailored to the godcorpse.

3. Psychic maelstroms have filled the lair with a strange and disturbing thoughtwaves. On first entering the lair and every hour thereafter, a creature without psychic resistance or immunity must make a Charisma saving throw, gaining a level of strife on a failure.

4. The minds of the dragons that use the lair overpower those of intruders and make their thoughts move slowly. Creatures other than the dragons and their allies treat the lair as difficult terrain. A creature may make an Intelligence ability check once each minute. On a success, it is not affected by this feature for 1 minute and may move normally.

Names
Charihusran, Harsimankit, Matibbes, Raiugh, Vrithyasmar

Ancient Astral Dragon
Legendary gargantuan dragon; Challenge 25 (75,000 XP)

AC
21 (natural armor)
HP 420 (24d20+168; bloodied 210)
Speed 20 ft. fly 120 ft. (hover)

STR 26 (+8) DEX 16 (+3) CON 24 (+7)
INT 26 (+8) WIS 22 (+6) CHA 25 (+8)

Proficiency +9; Maneuver DC 24
Saving Throws Dex +11, Int +17, Wis +14, Cha +11
Skills Arcana +16, History +16, Perception +14 (+1d6), Persuasion +14, Religion +16, Stealth +11 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Celestial, Common, Draconic, 2 others

Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within one mile of it.

Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.

Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to motes of colored energy and then dissipate. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.

Cloud of Minds (While Bloodied). The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature must make a DC 24 Strength saving throw or take 7 (2d6) force damage and be pushed back 10 feet. If the creature fails its saving throw by 5 or more, it also takes 1 level of strife as its mind is assaulted with the dragon’s raw thoughts. Any levels of strife taken by the dragon are removed after the creature completes a long rest.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Dreamblast.

Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 30 (4d10+8) damage plus 9 (2d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.

Claws. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 21 (3d8+8) bludgeoning damage, and the dragon pushes the target 20 feet away.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

• Breath of Dismissal. The dragon breathes planar energy in a 90-foot long, 10-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 24 Charisma saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.

Dust of Ages. The dragon breathes pale, scouring dust in a 90-foot cone. Each creature in that area must make a DC 24 saving throw or take 80 (23d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 2d4 × 10 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.

Dreamblast. The dragon targets a creature within 60 feet and twists its connection to its dreamscapes, forcing it to make a DC 23 Wisdom saving throw. The creature takes 22 (4d10) psychic damage, or half as much on a success. A creature that fails the save is also confused for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions
Tail Attack.
When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 23 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.

Speed of Thought. The dragon moves up to its speed without provoking attacks of opportunity.

Thoughtbind (Costs 2 Actions). The dragon targets a creature it can see within 30 feet of it and pulls its thoughts out of its mind. The creature must make a DC 23 Charisma saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn.

Variant: Astral Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories:

Young (save DC 13): 3/day each: detect evil and good, locate creature
Adult (save DC 18): 3/day each: feeblemind, locate creature
Ancient (save DC 25): 1/day each: weird

Ancient Dragon Variant: Astral Great Wyrm
The dragon is an elite monster, equivalent to two CR 25 monsters (150,000 XP). It has 840 (48d20+336; bloodied 420) hit points and the following trait:

Wandering Thoughts (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. After doing so, a silvery fog escapes from its wounds. Each creature within 15 feet of the dragon must make a DC 25 Intelligence saving throw, taking 1 level of strife on a success and 1d4+1 levels of strife on a failure. Additionally, the dragon can read the thoughts of all creatures who failed their saving throw. These creatures have disadvantage on ability checks, attack rolls, and saving throws until the end of the dragon’s next turn.

The dragon has the following legendary actions, which it can only use while bloodied.

Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.

Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.

Banishment (Costs 3 Actions). The dragon spits silver force at a creature it can see within 90 feet. The creature is affected as if caught in its Breath of Dismissal, rolling to save as usual.

Focus the Mind (Costs 2 Actions). The dragon recharges its breath weapon.

*

Adult Astral Dragon
Legendary huge dragon; Challenge 18 (20,000 XP)

AC
19 (natural armor)
HP 287 (25d12+125; bloodied 143)
Speed 20 ft. fly 120 ft. (hover)

STR 22 (+6) DEX 16 (+3) CON 20 (+5)
INT 22 (+6) WIS 20 (+5) CHA 19 (+4)

Proficiency +6; Maneuver DC 20
Saving Throws Dex +9, Int +12, Wis +11, Cha +10
Skills Arcana +12, History +12, Perception +11 (+1d6), Persuasion +10, Religion +12, Stealth +9 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Celestial, Common, Draconic, 2 others

Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within one-half mile of it.

Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.

Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to motes of colored energy and then dissipate. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest.

Cloud of Minds (While Bloodied). The first time each turn a creature hits the dragon with a melee attack while within 10 feet of it, that creature must make a DC 21 Strength saving throw or take 7 (2d6) force damage and be pushed back 10 feet. If the creature fails its saving throw by 5 or more, it also takes 1 level of strife as its mind is assaulted with the dragon’s raw thoughts. Any levels of strife taken by the dragon are removed after the creature completes a long rest.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Dreamblast.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10+6) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the dragon pushes the target 20 feet away.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Breath of Dismissal. The dragon breathes planar energy in a 60-foot long, 5-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 19 Charisma saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.

Dust of Ages. The dragon breathes pale, scouring dust in a 60-foot cone. Each creature in that area must make a DC 19 saving throw or take 63 (18d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 2d4 × 5 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.

Dreamblast. The dragon targets a creature within 60 feet and twists its connection to its dreamscapes, forcing it to make a DC 19 Wisdom saving throw. The creature takes 22 (4d10) psychic damage, or half as much on a success. A creature that fails the save is also confused for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions
Tail Attack.
When a creature the dragon can see within 10 feet of the dragon hits it with a melee attack, the dragon makes a tail attack against it.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.

Speed of Thought. The dragon moves up to its speed without provoking attacks of opportunity.

Thoughtbind (Costs 2 Actions). The dragon targets a creature it can see within 30 feet of it and pulls its thoughts out of its mind. The creature must make a DC 18 Charisma saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn.

*

Young Astral Dragon
Large dragon; Challenge 10 (5,900 XP)

AC
18 (natural armor)
HP 161 (19d10+57; bloodied 80)
Speed 20 ft. fly 120 ft. (hover)

STR 18 (+4) DEX 16 (+3) CON 16 (+3)
INT 18 (+4) WIS 16 (+3) CHA 12 (+1)

Proficiency +4; Maneuver DC 16
Saving Throws Dex +5, Int +8, Wis +7, Cha +5
Skills Arcana +7, History +7, Perception +6 (+1d6), Persuasion +5, Religion +7, Stealth +7 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Draconic

Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within 180 feet of it.

Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d8+4) bludgeoning damage, and the dragon pushes the target 20 feet away.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

• Breath of Dismissal. The dragon breathes planar energy in a 30-foot long, 6-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 15 saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.

• Dust of Ages. The dragon breathes pale, scouring dust in a 30-foot cone. Each creature in that area must make a DC 19 saving throw or take 42 (12d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 1d4 × 5 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.

*

Astral Dragon Wyrmling
Medium dragon; Challenge 3 (700 XP)
AC
17 (natural armor)
HP 55 (10d8+10; bloodied 27)
Speed 20 ft. fly 60 ft. (hover)

STR 14 (+2) DEX 16 (+3) CON 13 (+1)
INT 15 (+3) WIS 14 (+2) CHA 10 (+0)

Proficiency +2; Maneuver DC 15
Skills Perception +4, Stealth +5 (+1d6)
Damage Resistances necrotic, radiant
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
Languages Draconic

Detect Intruder. The dragon can detect the presence of a creature that is not native to the Astral Plane that is within 90 feet of it.

Gravity Vulnerability. If the dragon leaves the Astral Plane and enters a location that has normal or high gravity, the dragon can’t walk and its fly speed is reduced to 20 feet. If the dragon is targeted by a spell or effect that alters gravity, such as reverse gravity, the dragon takes 5 (1d10) bludgeoning damage for each slot level with which the spell was cast.

Actions
Multiattack.
The dragon attacks once with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d10+2) damage plus 4 (1d8) force damage. If the dragon’s target is a creature with a tether due to a astral projection spell or similar effect, then on a critical success, the dragon severs the tether.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

• Breath of Dismissal. The dragon breathes planar energy in a 20-foot long, 5-foot wide line. Each creature that is not native to the Astral Plane that is in that area must make a DC 13 saving throw or be instantly banished. The Narrator will roll a d10. On a roll of 1-7, the creature returns to its home plane. On an 8-10, the creature instead is sent to a random plane other than the Astral.

• Dust of Ages. The dragon breathes pale, scouring dust in a 15-foot cone. Each creature in that area must make a DC 13 saving throw or take 14 (4d6) force damage on a failed save or half as much on a success. A creature that fails its save also ages by 1d4 years. If the target succeeds on its save, it is immune to aging from the breath weapon of astral dragons for 24 hours. The aging effect can be reversed with a greater restoration, but only within 24 hours of it occurring.
 
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Faolyn

(she/her)
So waaay back when, I statted up the curst as presented in Dragon #30. In that article, they were specifically called out as living creatures who couldn’t die, and I listed them as aberrations. By the time 3e’s Monsters of Faerûn rolled around, they had been switched to undead. I say to heck with that and am keeping them as aberrations.

(If you really want them to be undead, just change the typing and make them immune to turning.)

Monsters of Faerûn says that way to create one is to cast bestow curse on someone and then, within four rounds, using a wish or miracle spell. I suppose you can say that the wish is “I wish this dude dies and then comes back as an unkillable undead,” but I think that’s a bit silly, and there’s nothing in any of those spells that says that the resultant creature must be undead. It’s creepier if they’re not.

The curst generally hates their creators, and if they serve them, it’s only because the creator is dangling the carrot of true death in front of them. I’m not entirely sure why someone would waste a wish on creating a creature (aberration or undead) who (a) hates you, (b) is insane, and (c) you can’t control. But then again, I’m not a mad wizard, so it doesn’t have to make sense to me. I’m also not sure why you would need to have both bestow curse and wish; certainly wish by itself should suffice.

Anyway, with that in mind, here’s the curst template. It’s not an exact match to my original statblock, since that, uh, had a lot of mistakes in it. I think the template is better, though.

Curst (Template)
Source: Monsters of Faerûn; Designers: James Wyatt and Rob Heinsoo

Cursts are unfortunate humanoids cursed to never die. They look much like wights: gaunt and pallid, with thin skin stretched tightly over jutting bones and sunken, glittering eyes are filled with anger. They favor dark clothes and hooded cloaks, although some cling to the clothing they wore when they were initially cursed. They rarely speak, and when they do so they speak with a dry, rasping voice.

Transformed Mortals. A curst is created by using a wish to inflict a terrible curse on a person. Once changed, the curst’s mind shatters, driving it mad and making it prone to erratic behaviors. Although it retains many of the memories of its former life, it loses many of its skills and all of its magical abilities. Cursts do not immediately know the nature of their curse, but those who find out usually begin to long for the release of death. Some throw themselves into battle, hoping that they will one day come across an opponent capable of slaying them. Others seek to destroy the individual who placed the curse, believing—rightly or wrongly—that the caster will remove the curse in order to save their own life.

Not Undead. Curst are not undead, although it would be an easy mistake to make. Although they can heal from any damage, their wounds often don’t close properly and look raw, and are frequently infested with insects and worse. It often comes as a surprise when they completely ignore attempts to ignore them.

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. Cursts were the subject of fell magics and are cursed to never die. The curse drives them mad. They can regenerate from any injury, even when burned to ash.

DC 15. Despite their appearance, cursts are not undead and can’t be turned.

DC 20. Cursts can be permanently slain only with powerful magic: a remove curse, cast with a 7th-level or higher spell slot, and only when the curst has been reduced to 0 hit points.

Signs
1. Graffiti that is a random mixture of hate-filled slurs and happy, childish imagery, all clearly created by the same hand. Careful examination reveals the name of the spellcaster who created the curst.
3. The sound of singing in the distance.
4. A wanted poster for the high-level spellcaster who created the curst. The poster may be so old that the spellcaster is long-dead—or has become a lich.
5. The husks of dead rot grubs.

Behavior
1. Singing terribly off-key while dancing.
2. Hostile; it immediately attacks the characters.
3. Staring off into space and seemingly unaware of its surroundings.
4. Approaches the characters and begs for their help in either ending the curse against them or getting revenge against the spellcaster who cursed them.
5. Engaging in battle with creatures who remind it of an ancient foe.
6. Acting like a normal human traveler, seemingly unaware of its appearance.

Names
Aeron, Amrit, Briar, Huet, Jolon, Keres, Nerezza, Sidero, Tuma, Ubel

--

“Curst” is a template that can be added to any humanoid.

Type. The curst is an aberration.

Attributes. The curst’s Strength increases by 2 and its Intelligence, Wisdom, and Charisma scores are reduced by 4 (minimum 3).

Immunities. The curst is immune to cold, fire, and necrotic damage, and to the charmed, frightened, petrified, and stunned conditions.

Senses. The curst gains darkvision to 90 feet.

Addled. At the start of each of its turns, the curst rolls a d20. On a 1, the curst is confused until the start of its next turn.

Already Mad. The curst has disadvantage on saving throws to avoid the confused condition.

Chaotic. The curst radiates a Chaotic aura.

Immortal Nature. The curst doesn’t require air, sustenance, or sleep.

Magic Resistance. The curst has advantage on saving throws against spells and other magical effects.

Natural Armor. When not wearing weapons or armor, the curst’s AC is 13.

Unkillable. The curst regains 5 hit points at the start of each of its turns as long as it has 1 hit point. Additionally, its hit point maximum can’t be reduced. When reduced to 0 hit points, it falls prone and is paralyzed for 1d4 days, at which point it begins regenerating again. It it can only be permanently destroyed by completely destroying the body, or by casting remove curse with a 6th-level or higher spell slot on it when paralyzed. If slain, it will crumble to dust and can’t be brought back to life by any means short of a true resurrection.
Variant: Infested Curst
Some curst are infested with Rot Grubs (described in Trials & Treasures page 145) and has the following trait:

Infested. Once during a combat, the rot grubs will leap out onto all targets within 10 feet of the curst (no action required by the curst). Each creature in that area must make a DC 14 Dexterity saving throw or be hit by 1d4 rot grubs, which deal 3 (1d6) ongoing damage each until removed. Destroying the rot grubs requires either digging them out, which causes the target to suffer an additional 1d6 piercing or slashing damage per rot grub, or burning them by inflicting at least 10 fire damage to the target.

--

The following uses a blackguard as the base creature.

Curst Knight
Medium humanoid; Challenge 5 (1,800 XP)
AC
18 (full plate)
HP 82 (11d8+33; bloodied 41)
Speed 30 ft.

STR 18 (+4) DEX 12 (+1) CON 10 (+0)
INT 8 (-1) WIS 10 (+0) CHA 10 (+0)

Proficiency +3; Maneuver DC 14
Saving Throws Str +7, Con +6, Wis +3
Skills Athletics 76, Intimidation +3, Perception +3
Damage Resistances
Damage Immunities
cold, fire, necrotic
Condition Immunities charmed, frightened, petrified, stunned
Senses darkvision 90 ft., passive Perception 13
Languages Any two

Addled. At the start of each of its turns, the curst knight rolls a d20. On a 1, the curst knight is confused until the start of its next turn.

Already Mad. The curst knight has disadvantage on saving throws to avoid the confused condition.

Aura of Anger. While the curst knight is conscious, allies within 10 feet gain a +2 bonus to melee weapon damage. A creature can benefit from only one Aura of Anger at a time.

Chaotic. The curst knight radiates a Chaotic aura.

Immortal Nature. The curst knight doesn’t require air, sustenance, or sleep.

Magic Resistance. The curst knight has advantage on saving throws against spells and other magical effects.

Natural Armor. When not wearing weapons or armor, the curst knight’s AC is 13.

Unkillable. The curst knight regains 5 hit points at the start of each of its turns as long as it has 1 hit point. Additionally, its hit point maximum can’t be reduced. When reduced to 0 hit points, it falls prone and is paralyzed for 1d4 days, at which point it begins regenerating again. It it can only be permanently destroyed by killing it and casting remove curse with a 6th-level or higher spell slot on it when paralyzed. If slain, it will crumble to dust and can’t be brought back to life by any means short of a true resurrection.

Actions
Multiattack.
The curst knight attacks three times with their greatsword.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Lance (Mounted Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage. If the curst knight moves at least 20 feet straight towards the target before the attack, they deal an extra 13 (2d12) piercing damage, and the target makes a DC 14 Strength saving throw, falling prone on a failure. This attack is made at disadvantage against targets within 5 feet.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage plus 10 (3d6) poison damage.

Vile Curse (1/Day). The curst knight utters hellish words that scald the soul. Living creatures of the curst knight’s choice within 30 feet that can hear and understand them are magically cursed for 1 minute. A d4 is subtracted from attack rolls and saving throws made by a cursed creature. A creature immune to the frightened condition is immune to this curse.
 

Faolyn

(she/her)
RealmsHelp has a bunch of different shadow creature templates (the first of which is the dark creature—I didn’t forget how to alphabetize!), but there’s a shadow creature template in Planestrider’s Journal, and I didn’t want to step on any toes. Skipping those, we reach the entropic creature—a creature from the Negative Energy plane. In Level Up, they could be useful as creatures from the Bleak Gate or from the elemental planes of Death, or even from the Plane of Space.

The original template changed the base creature into an outsider. In LU, I think it might qualify as a fiend, even if they’re not necessarily “born evil”. There’s almost no actual info on them beyond few sentences, so I’m not sure what role they play in the Negative Plane beyond random encounter. Since that plane is the embodiment of death, I’ll try to lean into it with this template.

Unusually, there doesn’t seem to be a Positive Energy creature—usually, D&D tries to create versions of the same creature for all its planes.

Entropic Creature (Template)
Source: Planar Handbook, Tome of Magic; Designers: Bruce R. Cordell, Gwendolyn F.M. Kestrel

The Plane of Death is the font of negative energy that creates and feeds the undead creatures that plague the worlds. The Plane of Space is a place of nothing that has been compressed and transformed into pure force. Although it might not seem likely, there are native life forces, the domain of life called entropic creatures.

Entropic creatures are colored in black and dark, muted colors, although their eyes, teeth, and claws tend to be bone-white and thus stand out against the darkness of their homelands. The strange background energies of the planes they come from tend to make them cruel, since they have to consume the life and energy of others in order to live, and indeed makes them the antithesis of life.

--

“Entropic” is a template that can be placed on any corporeal creature other than a construct.

Type. If the base creature was an undead, it remains an undead. Otherwise, it becomes an aberration (base creature type).

Attributes. If the entropic creature’s Intelligence is 1 or 2, it becomes 3 (-4). Its Charisma increases by 2.

Resistances. The entropic creature has resistance to radiant damage.

Immunities. The entropic creature is immune to necrotic damage.

Senses. The entropic creature has darkvision to 60 feet. If it already has darkvision, it increases by 60 feet.

Alignment. The entropic creature cannot have the Good alignment.

Bonus Action: Deathly Aura. The entropic creature emits an aura of deathly energy until the end of its next turn. Any creature that is not an undead that starts its turn within 10 feet of the entropic creature or hits it with a melee attack while within 10 feet of it is slowed until the end of its next turn and must make a Constitution saving throw (DC = 8 + the entropic creature’s PB + the entropic creature’s Constitution modifier) or take 1 level of fatigue. This level is removed after a short or long rest.

A creature that dies from this rises as either a shadow or a specter (50% chance of either) 1d4 rounds later.

Bonus Action: Extinguish Light. The entropic creature targets a source of light within 30 feet and extinguishes it. The light must be from a mundane source or created by a spell cast with a spell slot of a level depending on the entropic creature’s CR:

CR 4 or lower: 1st-level
CR 5 – 16: 2nd-level
CR 17 – 22: 4th-level
CR 23 or higher: 6th-level

Action: Null (Recharge 5-6). The entropic creature either makes a ranged attack roll at a creature within 60 feet or a melee attack roll at a creature within its reach (chosen by the Narrator when making the creature). The attack deals necrotic damage depending on its CR. The creature’s hit point maximum is reduced by an amount equal to the damage taken, and the entropic creature regains hit points equal to half that amount. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0.

If the target is undead or another creature with this template, it takes no damage and instead regains that many hit points.

CR 4 or lower: 10 (3d6)
CR 5 – 16: 21 (6d6)
CR 17 – 22: 36 (8d8)
CR 23 or higher: 55 (10d10)

Reaction: Snuff Out Life. The entropic creature targets a creature within 30 feet that is casting a spell from the healing school and makes a Charisma ability check opposed by the caster’s spellcasting ability. On a success, the spell fails and the spell slot is lost.

Bonus Action: Spectral. Until the end of its next turn, the entropic creature becomes incorporeal and can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.

Necrotic Absorption. When the entropic creature is subjected to necrotic damage, it instead regains hit points equal to the necrotic damage dealt.

Turn Resistance. If the entropic creature is undead, it has advantage on saving throws against being turned.

Unhealing. If subjected to a spell from the healing school, it instead takes damage equal to the number of hit points it would have healed.

--

The following uses a cloaker as the base creature.

Entropic Cloaker
Large aberration; Challenge 8 (2,900 XP)
AC
13
HP 97 (13d10+26; bloodied 48)
Speed 10 ft., fly 50 ft.

STR 18 (+4) DEX 16 (+3) CON 14 (+2)
INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Proficiency +3; Maneuver DC 15
Saving Throws Wis +4
Skills Stealth +6 (+1d4)
Damage Resistances radiant; bludgeoning
Damage Immunities necrotic
Condition Immunities charmed, frightening
Senses 120 ft., passive Perception 11
Languages Deep Speech, Undercommon

False Appearance. When motionless, the entropic cloaker is indistinguishable from a black cloak or similar cloth or leather article.

Light Sensitivity. The entropic cloaker has disadvantage on attack rolls and Perception checks while in bright light.

Necrotic Absorption. When the entropic cloaker is subjected to necrotic damage, it instead regains hit points equal to the necrotic damage dealt.

Actions
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 15). If the entropic cloaker has advantage against the target, the entropic cloaker attaches to the target’s head, and the target is blinded and suffocating. Until this grapple ends, the entropic cloaker automatically hits the grappled creature with this attack. When the entropic cloaker is dealt damage while grappling, it takes half the damage (rounded down) and the other half is dealt to the grappled target. The entropic cloaker can have only one creature grappled at once.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage, and the creature makes a DC 13 Constitution saving throw. On a failure, it is poisoned until the end of the entropic cloaker’s next turn.

Moan. Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure, it is frightened until the end of the entropic cloaker’s next turn. When a creature succeeds on this saving throw, it becomes immune to the entropic cloaker’s moan for 24 hours.

Null (Recharge 5-6). Ranged Weapon Attack: +6 to hit, one target. Hit: 10 (3d6) necrotic damage. The creature’s hit point maximum is reduced by an amount equal to the damage taken, and the entropic cloaker regains hit points equal to half that amount. This reduction lasts until the creature finishes a long rest. The target dies if its hit point maximum is reduced to 0.

If the target is undead or another creature with this template, it takes no damage and instead regains that many hit points.

Phantasms (1/Day). The entropic cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute, when the entropic cloaker enters an area of bright light, or when it successfully grapples a creature.

Unhealing. If subjected to a spell from the healing school, the entropic cloaker instead takes damage equal to the number of hit points it would have healed.

Bonus Actions
Deathly Aura.
The entropic cloaker emits an aura of deathly energy until the end of its next turn. Any creature that is not an undead that starts its turn within 10 feet of the entropic cloaker or hits it with a melee attack while within 10 feet of it is slowed until the end of its next turn and must make a DC 14 Constitution saving throw or take 1 level of fatigue. This level is removed after a short or long rest.

A creature that dies from this rises as either a shadow or a specter (50% chance of either) 1d4 rounds later.

Extinguish Light. The entropic cloaker targets a source of light within 30 feet and extinguishes it. The light must be from a mundane source or created by a spell cast with a spell slot of 1st-level or lower.

Spectral. Until the end of its next turn, the entropic cloaker becomes incorporeal and can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.

Reactions
Angry Moan.
When the entropic cloaker takes damage, it uses Moan.

Reactive Tail. When hit or missed with a melee attack, the entropic cloaker makes a tail attack against the attacker.

Snuff Out Life. The entropic cloaker targets a creature within 30 feet that is casting a spell from the healing school and makes a Charisma ability check opposed by the caster’s spellcasting ability. On a success, the spell fails and the spell slot is lost.
 


Faolyn

(she/her)
And now, the template that needs no introduction (but is getting one anyway), the ghost! Originally from 3e’s first Monster Manual (and reprinted in Ghostwalk), this template included a variety of options so not all your ghosts are the same—after all, we all know that who you were in life and the manner of your death are all things that will affect what you’re like as a ghost, and are all going to be different. I have no idea why 5e didn’t do that as well. It’s not hard: Level Up included a few variant abilities, which I greatly appreciate. Thus, this template will include more salient powers, plus a few from Van Richten’s Guide to Ghosts.

One thing I’m changing from the LU Ghost is that many of its abilities are being turned into salient abilities. This may make it slightly more time-consuming to make a “standard” ghost using this template, but IMO there shouldn’t be a standard ghost anyway.

Ghost
Source: Monster Manual; Designers: Monte Cook, Jonathan Tweet, and Skipp Williams

Ghosts are the spirits of the dead, forced to remain as undead in the Waking World due to the traumas they suffered at their death. They may have died horribly, or they may have died knowing that their purpose is left unfulfilled. In either case, they cannot pass on to the afterlife until they have resolved the trauma or purpose. Some ghosts arise when they died suddenly; these ghosts are often not even aware they are dead, and no amount of convincing can alter that.

Appearance. Many ghosts look very much like they did in life, but pale and transparent, and the edges of their bodies often trail off into mist. Some look as they did in life; others, how they did at the moment of their death; and still others will look as their corporeal body does as it slowly decays. Strangely, some look more attractive, more innocent, or otherwise better than they did in life. Very often these ghosts are quite evil and use their appearance to lure living creatures to their doom.

Some ghosts, especially the weaker ones, either lack the strength of will or the desire to take on a humanoid form. They often appear as a swirling mist or as a floating, glowing orb that is easily confused with a will o' wisp—although it’s unwise to assume that such a ghost is automatically weak. And some ghosts, because of the circumstances of their life or death, take on a bestial or monstrous appearance. Their bodies are horribly distorted, sometimes to the point of turning a formerly humanoid creature into a quadrupedal creature. The distortion affects their minds as well, so these ghosts often have a vicious, animalistic mindset.

Anchor. Many, possibly even most, ghosts are anchored to something: a place, an object, or even a person or family; their anchor has a great emotional impact on them, and they cannot travel far from it. Not all ghosts, though, are anchored in such a way and can roam freely, untied to anything from their past lives.

Triggers. Likewise, many ghosts only appear at certain times and seemingly cease to exist the rest of the time. They may only appear at nights, or at a certain time of year, or only when a person enters their resting place or takes an object that belongs to them.

---

“Ghost” is a template that can added to any aberration, beast, dragon, giant, humanoid, monstrosity, or plant that has a Charisma score of at least 8.

Type. The ghost is undead.

Speed. Ghosts have a speed of 0 ft. and a fly speed equal to the base creature's walking Speed plus 10 ft., unless the base creature had a faster fly speed.

Attributes. The ghost’s Strength is reduced by 4 and its Charisma is increased by 4.

Resistances. The ghost is resistant to acid, fire, lightning, and thunder damage and damage from nonmagical weapons.

Immunities. The ghost is immune to cold, necrotic, and poison damage and to the charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.

Darkvision. The ghost has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft.

Altered Attacks. The ghost’s weapon attacks deal one of cold. force, necrotic, or psychic damage (chosen by the Narrator when creating the ghost). Additionally, it may use its Charisma to determine its attack and damage rolls, as well as its Maneuver DC, instead of Strength or Dexterity.

Ethereal Sight. The ghost can see into both the Material and Ethereal Plane.

Action: Ethereal Jaunt. The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other.

Incorporeal. The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.

Undead Nature. A ghost doesn’t require air, sustenance, or sleep.

Unquiet Spirit. If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.

Salient Powers and Magnitudes of Power
Yes, ghosts had salient powers. And going by Van Richten’s Guide to Ghosts, the number of salient powers a ghost has should be tied to its Magnitude of Power, and that is determined by how the ghost died. For Level Up, there are three levels of magnitude.

When it comes to ghost, strength of will and the emotions while dying are more important than how many Hit Dice it had in life. A dragon that died of old age while protecting its hoard should produce a weaker ghost than a human who died while fighting the forces of the BBEG they had vowed to defeat.

If you don’t want to bother with magnitude or salient powers, just give the ghost the Withering Touch, Horrifying Visage, and Possession abilities.

• First Magnitude ghosts are created when the dying creature produces just enough emotional energy to stay around. They’re the most common type, and van Richten goes so far as to call them “boring.” They’re mostly ghosts who died from accidents, who knew that their death was coming and feared it, or who left an important, but relatively minor, task unfinished.

In order to become a 1st-magnitude ghost, the base creature must have a Charisma of at least 8. A ghost of this level of magnitude typically has 1-3 salient powers.

• Second Magnitude ghosts are the ghosts from the MM. They died in a highly emotional state—anger, horror, terror, lust, you name it—or had a serious duty or goal to complete.

In order to become a 2nd-magnitude ghost, the base creature must be at least CR 2 and have a Charisma of at least 10. A ghost of this level of magnitude typically has 2-4 salient powers.

• Third Magnitude ghosts are the most powerful ones and usually were so incredibly evil—or at least incredibly something—that death couldn’t stop them, and they were incredibly emotional at the time of death. Van Richten names three ghosts of this magnitude, two of which are Darklords. This should let you know the level of power involved.

In order to become a 3rd-magnitude ghost, the base creature must be at least CR 5 and have a Charisma of at least 14. It is an elite monster, typically has 3-6 salient powers, and has the following additional traits and actions, which it can only use while bloodied:

Bonus Action: Elite Recovery. At the end of each of its turns while bloodied, the ghost ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.

Bonus Action: Ectoplasmic Surge. The ghost targets one creature within 30 feet. That creature must make a Wisdom saving throw or take 21 (6d6) psychic damage, and until the end of the creature’s next turn, it has disadvantage on saving throws against any of the ghost’s salient powers.

--

Salient Powers

Aura of Despair. The wraith radiates an aura of apathy and melancholy. Each non-undead creature that starts its turn within a certain distance from the ghost must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The size of the area depends on the ghost’s magnitude. On a failure, the creature is affected by the placid condition for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Aura of Despair for 24 hours.

1st Magnitude: 30 feet
2nd Magnitude: 60 feet
3rd Magnitude: 120 feet.

Action: Cause Revulsion. The ghost touches a creature its reach, and the creature is filled with nausea. The creature must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be poisoned for a length of time depending on the ghost’s magnitude. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a saving throw fails by 5 or more, the target must spend its action retching.

1st Magnitude: 1 minute
2nd Magnitude:10 minutes
3rd Magnitude: 1 hour

Bonus Action: Command Undead. The ghost can command an undead creature that can hear it and whose CR is lower than the ghost's. Undead with an Intelligence score of 7 or higher may (and all undead PCs, regardless of Intelligence) may make a Wisdom saving throw to resist throw to resist (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier). On a success, the undead is immune to that ghost’s Command Undead for 24 hours.

Action: Corrupting Glare (Gaze). One creature the ghost can see within 30 feet must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take 1 level of strife.

Action: Deathsong (X/day). The ghost moans a hollow dirge. All living creatures within 90 feet of the ghost who can hear it must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be frightened for 1 minute. While a creature is frightened, the ghost has advantage on attack rolls made on it, and the creature takes double damage. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

1st Magnitude: 1/day
2nd Magnitude: 3/day
3rd Magnitude: Recharge 5-6

Action: Dominating Stare (Gaze). The ghost magically targets a creature within a certain distance, depending on its magnitude. That creature must make a Wisdom saving throw (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier) or be charmed by the ghost for 1 hour. The ghost has a telepathic link with the charmed creature as long as they are on the same plane and can issue commands through the link, which the target must do its best to obey. The ghost can have up to three charmed targets at a time.

1st Magnitude: 30 feet
2nd Magnitude: 60 feet
3rd Magnitude: 120 feet.

Action: Drain Heat. The ghost magically drains the heat from an area around it. Each creature in that area must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take cold damage, or half as much cold damage on a successful save. The radius and amount of cold damage depend on the ghost’s Magnitude. A creature reduced to 0 hit points by this damage can’t regain hit points until the start of the ghost’s next turn.

1st Magnitude: 10-foot radius, 7 (2d6) cold damage
2nd Magnitude: 15-foot radius, 17 (5d6) cold damage
3rd Magnitude: 30-foot radius, 31 (9d6) cold damage

Action: Dreamwalking (1/Day). The ghost can enter the dreams of unconscious creatures. Each time it does so, it can enter a certain number of creatures’ dreams, as long as all sleeping creatures are within a certain distance of each other, depending on its magnitude. It must send all creatures the same dream or nightmare, and it acts as though the ghost had cast tie dream spell. If it sends a nightmare, creatures must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a failure, the creature gains no benefit from the rest and takes one level of fatigue or strife (ghost’s choice), up to a maximum of 3 in either condition. The ghost must be within 30 feet of one of the targets. The ghost can’t use this ability on creatures that don’t sleep or dream.

1st Magnitude: 1 creature
2nd Magnitude: 3 creatures within 300 feet of each other
3rd Magnitude: 5 creatures within 500 feet of each other

Action: Entrancing Appearance (Gaze). The ghost taps into the inherent fascination the living have with death. It magically targets a creature within a certain distance, depending on the ghost’s magnitude. That creature must make a Wisdom saving throw (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier) or be charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0.

1st Magnitude: 30 feet
2nd Magnitude: 60 feet
3rd Magnitude: 120 feet.

Action: Ghost Writing. The ghost can cause illusory words to appear on any surface it touches. The words can appear however the ghost likes and last for a number of days equal to the ghost’s magnitude, although it can make them vanish at any time it likes. The ghost can also choose which creatures can see it.

Action: Horrifying Visage. Each non-undead creature within a certain distance from the ghost and on the same plane of existence and that can see the ghost must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The area depends on the ghost’s magnitude. On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Horrifying Visage for 24 hours.

The ghost can also use Horrifying Visage as a reaction if it takes damage from an attack or spell.

1st Magnitude: 30 feet
2nd Magnitude: 60 feet
3rd Magnitude: 120 feet.

Action: Mind Games. The ghost can create illusions that only creatures of its choice experience. The illusion is contained within a cube whose size depends on the ghost's magnitude. includes sounds, smells, and temperature in addition to visual phenomena. Creatures and objects can pass through the illusion and the illusion cannot cause harm. An Investigation check (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) will also reveal the image is an illusion. The ghost can use a bonus action to move or change the illusion. The ability’s range depends on the ghost’s magnitude.

1st Magnitude: 5-foot cube; 10 feet
2nd Magnitude: 10-foot cube; 30 feet
3rd Magnitude: 20-foot cube; 60 feet.

Action: Paralyzing Touch. The ghost touches a creature its reach, and the creature is filled with bone-chilling cold. The creature must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be paralyzed for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Action: Possession (Recharge 6). One humanoid within 5 feet must make a Charisma saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The ghost enters the creature’s body and takes control of it. The ghost can be targeted only by effects that turn undead, and it retains its Intelligence, Wisdom, and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creature’s statistics and actions instead of its own. It doesn’t gain access to the creature’s memories but does gain access to proficiencies, nonmagical class features and traits, and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours, when the body drops to 0 hit points, when the ghost ends it as a bonus action, or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally, the possessed creature repeats its saving throw whenever it takes damage. When the possession ends, the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghost’s Possession for 24 hours after succeeding on its saving throw or after the possession ends.

Action: Pyrokinesis. The ghost magically ignites a number of flammable, unattended, nonmagical objects it can see within 30 feet. Each creature within 5 feet of an object when it ignites must make a Dexterity saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier), taking 7 (2d6) fire damage on a failure or half damage on a success. The number of objects it can ignite depends on the ghost’s magnitude.

1st Magnitude: 1
2nd Magnitude: 3
3rd Magnitude: 6

Action: Spew Ectoplasm. The ghost vomits a spray of ectoplasm in a 15-foot cone. Each creature in the area makes a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a success, the creature is rattled until the end of its next turn. On a failure, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Action: Telekinetic Shove. The ghost targets one Large or smaller creature within 60 feet. The target makes a Strength saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a failure, the ghost magically moves the target up to 30 feet in any direction, including upward. If the target strikes an object, such as a wall, it takes 10 (3d6) bludgeoning damage and falls prone. If the target would strike another creature, that creature must succeed on a Dexterity saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take the same damage and be knocked prone.

The ghost can also use telekinesis to move objects that weigh 500 pounds or fewer.

Action: Weakening Glare (Gaze). One creature the ghost can see within 30 feet must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take 1 level of fatigue. This level is removed after the creature takes a short rest.

Action: Withering Touch. The ghost makes a melee weapon attack at a target within 5 feet. On a hit, it inflicts necrotic damage and, if the target is frightened, the target is magically aged a certain number of years. The amount of damage and aging depends on the ghost’s magnitude. The aging effect can be reversed with a greater restoration spell.

1st Magnitude: 7 (2d6) necrotic damage; 1d4×5 years
2nd Magnitude: 14 (4d6) necrotic damage; 1d4×10 years.
3rd Magnitude: 28 (8d8) necrotic damage; 2d4×10 years.

--

The following uses a minstrel as the base creature, and is a 2nd magnitude ghost.

Ghostly Paramour
Medium undead; CR 2
AC
15 (leather)
HP 32 (5d8+10; bloodied 16)
Speed 0 ft., fly 40 ft.

STR 6 (-2) DEX 16 (+3) CON 14 (+2)
INT 12 (+1) WIS 12 (+1) CHA 20 (+5)

Proficiency +2; Maneuver DC 13
Saving Throws Dex +5, Cha +5
Skills Deception +5, Performance +5 (+1d4), Persuasion +5,
Damage Resistances acid, fire, lightning, thunder; damage from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages Common, two others

Ethereal Sight. The ghostly paramour can see into both the Material and Ethereal Plane.

Incorporeal. The ghostly paramour can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. The ghostly paramour is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): light, mage hand, minor illusion, vicious mockery
1st-level (4 slots): charm person, disguise self, healing word
2nd-level (3 slots): enthrall, invisibility, shatter
3rd-level (2 slots): hypnotic pattern, major image

Undead Nature. A ghostly paramour doesn’t require air, sustenance, or sleep.

Unquiet Spirit. If defeated in combat, the ghostly paramour returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.

Actions
Rapier.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) force damage

Ethereal Jaunt. The ghostly paramour magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other.

Deathsong (3/day). The ghostly paramour moans a hollow dirge. All living creatures within 90 feet of the ghostly paramour who can hear it must make a DC 15 Wisdom saving throw or be frightened for 1 minute. While a creature is frightened, the ghostly paramour has advantage on attack rolls made on it, and the creature takes double damage. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Dreamwalking (1/Day). The ghostly paramour can enter the dreams of up to 3 unconscious creatures that are within 300 feet of each other. It must send all creatures the same dream or nightmare, and it acts as though the ghostly paramour had cast tie dream spell. If it sends a nightmare, creatures must make a DC 15 Wisdom saving throw. On a failure, the creature gains no benefit from the rest and takes one level of fatigue or strife (ghostly paramour’s choice), up to a maximum of 3 in either condition. The ghostly paramour must be within 30 feet of one of the targets. The ghostly paramour can’t use this ability on creatures that don’t sleep or dream.

Ghost Writing. The ghostly paramour can cause illusory words to appear on any surface it touches. The words can appear however the ghostly paramour likes and last for a number of days equal to the ghostly paramour’s magnitude, although it can make them vanish at any time it likes. The ghostly paramour can also make it so only certain select creatures can see the words.

Invisibility (2nd-Level; V, S, M, Concentration). The ghostly paramour or a creature it touches is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.

Hypnotic Pattern (3rd-Level; S, M, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.

Mind Games. The ghostly paramour can create illusions that only creatures of its choice experience, up to 30 feet away from it. The illusion includes sounds, smells, and temperature in addition to visual phenomena. Creatures and objects can pass through the illusion and the illusion cannot cause harm. A DC 15 investigation check will also reveal the image is an illusion. The ghostly paramour can use a bonus action to move or change the illusion.

Shatter (2nd-Level; V, S, M). An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the ghostly paramour can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage.

Vicious Mockery (Cantrip; V). A creature within 60 feet that can hear the ghostly paramour makes a DC 14 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.

Bonus Actions
Martial Encouragement.
Until the beginning of the ghostly paramour’s next turn, one creature within 30 feet that can hear the ghostly paramour deals an extra 3 (1d6) damage whenever it deals weapon damage.

Healing Word (1st-Level; V). The ghostly paramour or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The ghostly paramour can’t cast this spell and a 1st-level or higher spell on the same turn.
 

Micah Sweet

Level Up & OSR Enthusiast
I love everything about this, especially the contributions of the Van Richten Guides (loved that series!). Looking forward to similar templates for Rudolph's other subjects.
 


Faolyn

(she/her)
Here’s another combo template, and it’s a handy one that has a variety of purposes. The first of the combo is the greenbound creature from Lost Empires of Faerûn and the second is the woodling from Monster Manual III. Both were once normal creatures who have been turned into plant hybrids, with the main difference being that the greenbound creatures were (unwillingly) transformed by “powerful and ancient magical energies” while woodlings have bonded with nature to the extent of becoming a plant. So, quite similar results. The two templates are also very similar—their primary difference is that the woodling is vulnerable to fire damage and can cast summon nature’s ally. Oh, and the woodling isn’t a plant, but gets all the plant qualities anyway.

You can use the greenling for either purpose—the “final evolution” of a willing creature or corruption caused by magical radiation. You can also use this to represent a plant elemental, for those of you who like having wood as one of your classic elements. It could also be the caused by a spell or bit of alchemy cooked up by druids, or forgotten nature gods.

Greenling (Template)
Source: Lost Empires of Faerûn and Monster Manual III; Designers: Richard Baker, Rich Burlew, Ed Bonny, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Travis Scout, Matthew Sernett, Chris Thomasson, and P. Nathan Toomy

Plant life can be powerful and all-consuming. For instance, abandoned settlements are quickly overgrown with new greenery, and forests can regrow even after devastating wildfires. Nowhere is this more obvious than with the greenlings.

Greenlings were once normal creatures, but have been transformed into plants. Muscle and bone are replaced with wood and creeping vines; hair, fur, and feathers are replaced with leaves, flowers, and moss; skin and scales have turned into bark. Thorns and leafy twigs grow all over their bodies. Even their minds change; they think like plants do.

A rolling stone gathers no moss, as the saying goes, and in certain ancient forests—particularly those inhabited by old gods or nature spirits, or that have pools of old, abandoned magic within them—a creature that stays in one place for too long begins to be overtaken by plants and, eventually, turns into a greenling. Whether a native inhabitant of the forest or an unsuspecting visitor doesn’t matter—go too slowly, and become rooted. However, some druids have discovered rituals that allow a being to deliberately turn into one, and many creature who truly love forests happily change themselves in order to become even closer to nature.

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. Woodlings were once normal, fleshy creatures that have been transformed into plants.

DC 15. Like many plant creatures, woodlings are particularly susceptible to fire damage.

DC 20. Woodlings are capable of manipulating plant life and causing tangling vines to erupt from the ground. Many can also create thorny barriers and call up earth elementals.

Signs
1-2. Plants that are in different positions than they had just been
3. DC 13 Perception check; the feeling of being watched
4. Moss growing over belongings and on exposed skin

Behavior
1. Watching travelers, taking no action until it determines their intentions
2. Angry; attacks on sight
3. Imprisoning a fleshy creature in the hopes of transforming it into a new greenling
4. Rooted in place and absorbing nutrients from the soil and sun

“Greenling” is a template that can be placed on any beast, dragon, fey, giant, humanoid, or monstrosity

Type. The greenling is a plant but also retains its former creature typing.

Armor Class. The greenling’s Armor Class increases by 3.

Attributes. The greenling’s Strength increases by 3 and its Constitution and Charisma each increase by 2. Recalculate its hit points.

Resistances. The greenling has resistance to cold and lightning damage and to damage from nonmagical weapons.

Vulnerabilities. The greenling is vulnerable to fire damage.

Senses. The greenling has tremorsense to 30 feet.

Action: Entangling Plants (X/Day). Plants magically erupt from the ground in an area (size depending on the base creature’s CR) at a point within 120 feet of the greenling. Each creature of the greenling’s choice in the area must make a Strength saving throw (save DC = 8 + the greeling’s PB + the greenling’s Constitution modifier). On a failure, a creature is restrained for 1 minute (escape DC = the greenling’s Maneuver DC). Additionally, the area is difficult terrain for 1 minute.

CR 4 or lower: 1/day, 20-foot radius
CR 5 – 16: 3/day, 20-foot radius
CR 17 – 22: Recharge 5-6, 20-foot radius
CR 23 or higher: 1/turn, 30-foot radius

False Appearance. While motionless, the greenling is indistinguishable from a normal plant.

Innate Spellcasting. If the greenling’s Wisdom and Charisma are at least 12, it can cast the following spells, using the higher of those attributes as its spellcasting attribute:

1/Day each: summon minor elemental (earth only), wall of thorns

If the greenling’s CR is 10 or higher, it casts summon elemental (earth only) instead of summon minor elemental, and can cast wall of thorns 3/day.

Natural Nature. If the greenling spends at least 1 hour a day rooted in fertile ground or basking in sunlight (reducing its Speed to 0 ft.), it doesn’t require sustenance.

Action: Slam. If the base creature doesn’t have a slam attack, it gains one. It inflicts bludgeoning damage depending on its size.

Tiny: 2 (1d4) bludgeoning damage
Small and Medium: 3 (1d6) bludgeoning damage
Large: 7 (2d6) bludgeoning damage
Huge: 9 (2d8) bludgeoning damage
Gargantuan: 18 (4d8) bludgeoning damage

Speak with Plants. The greenling can communicate with plants.

Woodland Camouflage. The greenling has advantage on Stealth checks made while in a forested environment.

Woodswalker. The greenling isn’t hindered by difficult terrain made of magical or mundane plants, and leaves no trace of its passing.

--

The following uses an ogre as the base creature

Tree Brute
Large plant (giant); Challenge 3 (700 XP)
AC
15 (natural armor)
HP 66 (7d10+28; bloodied 33)
Speed 40 ft.

STR 22 (+6) DEX 8 (-1) CON 18 (+4)
INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Proficiency +2; Maneuver DC 16
Damage Vulnerabilities fire
Damage Resistances cold, lightning; damage from nonmagical weapons
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages Common, Giant

False Appearance. While motionless, the tree brute is indistinguishable from a normal plant.

Natural Nature. If the tree brute spends at least 1 hour a day rooted in fertile ground or basking in sunlight (reducing its Speed to 0 ft.), it doesn’t require sustenance.

Speak with Plants. The tree brute can communicate with plants.

Woodland Camouflage. The tree brute has advantage on Stealth checks made while in a forested environment.

Woodswalker. The tree brute isn’t hindered by difficult terrain made of magical or mundane plants, and leaves no trace of its passing.

Actions
Greatclub.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Sweeping Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., all creatures within 5 feet. Hit: 10 (1d8+6) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre.

Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6+6) piercing damage.

Entangling Plants (1/Day). Plants magically erupt from the ground in 20-foot radius at a point within 120 feet of the tree brute. Each creature of the tree brute’s choice in the area must make a DC 14 Strength saving throw. On a failure, a creature is restrained for 1 minute (escape DC 14). Additionally, the area is difficult terrain for 1 minute.
 

Action: Fiendish Ability. The fiendish creature gains one of the following abilities:

Devour Life. Whenever a creature within 30 feet of the fiendish creature dies (or within 60 feet, if the base creature was CR 10 or higher), the fiendish creature 15 gains temporary hit points (or 20, if the base creature was CR 10 or higher).

• Diabolical Blow (1/turn). When the fiendish creature hits a creature with a weapon attack, it may choose to do acid, fire, or necrotic damage instead of the weapon’s normal type of damage (Narrator determines the damage type when making the creature). If the base creature is CR 10 or higher, it also inflicts an additional die of damage when it uses this ability.
I know this is kinda late, but with how the hellwolf statblock handles this that should not be listed as an action.
 

Faolyn

(she/her)
I managed to come up with a couple of ideas while working on the planar dragons, but yeah, I'm having a hard time thinking of good ideas for a template.

Let me ignore the alphabet for a moment to bring you the fiendish creature, a combination of the fiendish creature and half-fiend templates. Once again, having two different templates isn't really necessary.

Fiendish Creature (Template)
Source: Monster Manual; Designers: Monte Cook, Jonathan Tweet, Skip Willians

There are creatures that live in the Evil planes that are not devils or demons, but are just as evil as them. Some of them are native creatures with a role similar to that of the animals and plants of the Waking World; some are damned souls that have been “elevated” to fiendish status; some were mortals who had been transformed by the planes’ evil radiation; and some are the offspring of a minor demon or devil and a mortal. In all cases, though, the evil of their native plane shines through. They resemble mortal creatures, but are clearly fiendish in nature. They often have barbs, spikes, or horns, forked tails and leathery wings, glowing eyes, and smell of sulfur or rot.

--

“Fiendish” is a template that can be added to any corporeal beast, dragon, giant, humanoid, monstrosity, ooze, or plant that does not have the Evil alignment.

Type. The fiendish creature becomes a fiend.

Attributes. If the fiendish creature’s Intelligence is 1 or 2, it becomes 3 (-4).

Resistances. The fiendish creature is resistant to acid, cold, fire, and necrotic damage. If the base creature was CR 10 or higher, it is also resistant to damage from nonmagical weapons.

Immunities. The fiendish creature is immune to poison damage and to the poisoned condition.

Senses. The fiendish creature has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft.

Languages. The fiendish creature knows either Abyssal or Infernal (or both).

Aligned. Most, but not all, fiendish creatures radiate an aura of Evil.

Fiendish Ability. The fiendish creature gains one of the following abilities:

Devour Life. Whenever a creature within 30 feet of the fiendish creature dies (or within 60 feet, if the base creature was CR 10 or higher), the fiendish creature 15 gains temporary hit points (or 20, if the base creature was CR 10 or higher).

• Diabolical Blow (1/turn). When the fiendish creature hits a creature with a weapon attack, it may choose to do acid, fire, or necrotic damage instead of the weapon’s normal type of damage (Narrator determines the damage type when making the creature). If the base creature is CR 10 or higher, it also inflicts an additional die of damage when it uses this ability.

Hellsight. Magical darkness doesn’t impede the fiendish creature’s darkvision.

Stench. Any creature other than the fiendish creature that starts its turn within 5 feet of the fiendish creature must succeed on a Constitution saving throw (DC = 8 + the fiendish creature’s PB + the fiendish creature’s Constitution modifier) or be poisoned until the start of its next turn. If the base creature’s CR is 5 or higher, this affects creatures within 10 feet of the fiendish creatures.

Action: Terrifying Glare (Gaze, Recharge 5-6). The fiendish creature targets one creature it can see within 30 feet of it (or 60 feet, if the base creature is CR 10 or higher). That creature must make a Wisdom saving throw (DC = 8 + the fiendish creature’s PB + the fiendish creature’s Charisma modifier). On a failed save, then until the end of the creature’s next turn, it is frightened and can’t regain hit points.

Innate Spellcasting. If the fiendish creature’s Intelligence, Wisdom, and Charisma scores are 8 or higher, it gains the ability to cast spells. The fiendish creature’s spellcasting trait is Charisma, unless it already has Innate Spellcasting that relies on another attribute. It can cast the following spells (depending on the base creature’s CR) without the need for material components, and it knows the spells of lower CRs as well:

CR 4 or lower: 1/day each: bane, darkness
CR 5 – 16: 1/day each: blight, stinking cloud
CR 17 – 22: 1/day each: contagion, eyebite
CR 23 or higher: 1/day each: raise hell, wall of flesh

Smite Good. If the fiendish creature scores a critical success against a creature with the Good alignment or a celestial with a melee weapon attack, it inflicts an additional two dice of damage. If the base creature is CR 10 or higher this increases to an additional four dice of damage.

Winged. Some, but not all, fiendish creatures have wings, giving them a fly speed equal to twice their walking speed.

--

The following uses an alpha werewolf as the base creature.

Hellwolf
Medium fiend (shapechanger); Challenge 6 (2,300 XP)

AC
12
HP 104 (16d8+32; bloodied 52)
Speed 30 ft. (40 ft. in wolf form)

STR 14 (+2) DEX 14 (+2) CON 14 (+2)
INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Proficiency +3; Maneuver DC 13
Skills Perception +2 (+1d4), Stealth +4, Survival +2
Damage Resistances acid, cold, fire, necrotic
Damage Immunities poison; damage from nonmagical, non-silvered weapons
Condition Immunities poisoned
Senses darkvision 90 ft. (wolf or hybrid form only), passive Perception 14
Languages Common, Infernal

Devour Life. Whenever a creature within 30 feet of the hellwolf dies, the hellwolf 15 gains temporary hit points.

Evil. The hellwolf radiates an aura of Evil.

Innate Spellcasting. The hellwolf’s spellcasting trait is Charisma (spell save DC 11). It can innately cast the following spells without the need for material components:

1/day each: bane, blight, darkness, stinking cloud

Keen Hearing and Smell. The hellwolf has advantage on Perception checks that rely on hearing or smell.

Pack Tactics. The hellwolf has advantage on attack rolls against a creature if at least one of the hellwolf’s allies is within 5 feet of the creature and not incapacitated.

Wolfsbane. Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.

Smite Good. If the hellwolf scores a critical success against a creature with the Good alignment or a celestial with a melee weapon attack, it inflicts an additional two dice of damage.

Actions
Multiattack.
The hellwolf makes two melee attacks, only one of which can be with its bite.

Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.

Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage plus 7 (2d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. If the target is a humanoid, it makes a DC 13 Constitution saving throw. On a failure, it is cursed with werewolf lycanthropy.

Bonus Actions
Shapeshift.
The hellwolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can’t speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies.

Frenzied Bite (While Bloodied, Wolf or Hybrid Form Only). The hellwolf makes a bite attack.
 

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